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Patrick Elliott <sel### [at] rraz net> wrote:
> And I don't think you have *at all* addressed what I was getting at. How
> do you do something like IK, without either a) allowing an object like
> reference system *which keeps track of* which order the transforms took
> place in, such that if you move something, then rotate it, you don't
> want to later just rotate it, and assume its going to produce the same
> result, or b) limiting the types of transforms that *are* possible to an
> already parsed object, or c) reparsing every damn thing in the script,
> so you can recalculate just what the heck the object is described doing
> *in that frame*?
You don't need to reparse the entire object if you simply want to apply
some new transformations to it. What you do is to reset its transformation
matrix and apply the new transformations to it. That's it.
If what you are doing requires remembering and applying a set of
transformations in order, you can simply create an array or whatever
with these transformations, or whatever you like. However, that's
completely irrelevant from the point of view of the object itself.
The only thing you have to be able to specify is whether a transformation
is applied to the object only, the texture only, or both.
You don't seem to understand how transformations work.
--
- Warp
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